-- if TUNING.NPC_UPGRADE_ANIMSTATE_FN == nil then
--     TUNING.NPC_UPGRADE_ANIMSTATE_FN = {}
-- end

-- TUNING.NPC_UPGRADE_ANIMSTATE_FN["01_GetBuild"] = function(theAnimState)

--     if theAnimState.GetBuild___old_npc == nil then
--         theAnimState.GetBuild___old_npc = theAnimState.GetBuild
--         theAnimState.GetBuild = function(self,...)
--             local ret = {self:GetBuild___old_npc()}
--             -- local inst = self.get_inst_4_npc(self,self)
--             -- if inst and inst.Change_Item_Skin_Build_name then
--             --     print("info:GetBuild__test",inst.Change_Item_Skin_Build_name)
--             --     return inst.Change_Item_Skin_Build_name
--             -- end
--             print("info:GetBuild",unpack(ret))
--             return unpack(ret)
--         end
--     end

--     if theAnimState.GetSkinBuild___old_npc == nil then
--         theAnimState.GetSkinBuild___old_npc = theAnimState.GetSkinBuild
--         theAnimState.GetSkinBuild = function(self,...)
--             local ret = {self:GetSkinBuild___old_npc()}
--             local inst = self.get_inst_4_npc(self,self)
--             if inst and inst.Change_Item_Skin_Build_name then
--                 print("info:GetSkinBuild and retrun",inst.Change_Item_Skin_Build_name)
--                 return inst.Change_Item_Skin_Build_name
--             end
--             return unpack(ret)
--         end
--     end


--     if theAnimState.OverrideSymbol__old_test == nil then
--         theAnimState.OverrideSymbol__old_test = theAnimState.OverrideSymbol
--         theAnimState.OverrideSymbol = function(self,layer,build,layer2)
--             if layer and build and layer2 then
--                 print(layer,build,layer2)
--                 self:OverrideSymbol__old_test(layer,build,layer2)
--             else
--                 print("error : ",layer,build,layer2)
--             end
--         end
--     end

-- end